Point to Point (New for 5.1)
The Point to Point constraint locks a rigid body in place
while the three rotating angles can be arbitrarily modified.
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Apply a prop. Transform it to a desired position, size and angle.
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Set the prop as Dynamic.
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Because the Dynamic rigid body will infinitely fall, you need to constraint it to
where it is.
In the Object Physics Settings panel, click the button to open the
Constraint Settings panel (Shortcut: Shift + F10).
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Click the button
and select Point to Point constraint type from the list.
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In the Connection section, you may pin the rigid body to
its original position by clicking the World button.
Please refer to the Setting Connection Relationship section for more information.
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In the Limit section, you are able to define the
rotating limits for the three axes. Please refer to the
Setting Constraint Limits
section for more information.
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Set transform keys or puppet kinematic objects to hit the dynamic
object. It will rotate where it is without bouncing off somewhere.